Results 31 to 40 of about 18,480,131 (251)

Are Active Video Games Associated With Less Screen Media or Conventional Physical Activity?

open access: yes, 2016
This study analyzed the time adolescents spend on active video games, sedentary screen media, and conventional physical activity as well as the interrelationships between these variables. Data were collected from 570 Spanish adolescents (15-16 years old)
Beltrán-Carrillo, VJ   +9 more
core   +1 more source

Black Screen

open access: yes, 2023
  Black Screen Black Screen is a term used to describe a screen without any display. Check screen errors, color accuracy, and download black screen images at Blackscreen.space. It's a useful tool to diagnose and resolve screen-related issues conveniently.
Black Screen (16490739)
core   +1 more source

The Active Video Game Paradox

open access: yesInternational Journal of Serious Games, 2020
Evidence shows inactivity and obesity are a substantial global burden, economically and physiologically. Sedentary screen time strongly contributes to this burden. Sedentary screen time is often achieved through video game play. Active video games (AVGs)
Sam Kirk, Andrew Manley
doaj   +1 more source

Evidence‐Informed Multidisciplinary Consensus Guidance for the Psychosocial Care of Adolescents With High‐Risk Cancer: Recommendations From the Italian Association of Pediatric Hematology and Oncology

open access: yesPediatric Blood &Cancer, EarlyView.
ABSTRACT Background Adolescents with high‐risk cancer face complex developmental, psychosocial, and ethical challenges that extend beyond disease‐directed treatment. Although international recommendations exist for communication, psychosocial care, pediatric palliative care, survivorship, and shared decision‐making, these have largely evolved within ...
Johanna M. C. Blom   +15 more
wiley   +1 more source

Life-course leisure-time physical activity trajectories in relation to health-related behaviors in adulthood: the Cardiovascular Risk in Young Finns study

open access: yesBMC Public Health, 2021
Background Evidence on whether leisure-time physical activity (LTPA) facilitates individuals’ adoption of multiple healthy behaviors remains scarce. This study investigated the associations of diverse longitudinal LTPA trajectories from childhood to ...
Irinja Lounassalo   +11 more
doaj   +1 more source

Active versus passive screen time for young children [PDF]

open access: yes, 2012
In this paper, we report some initial findings from our investigations into the Australian Government’s Longitudinal Study of Australian Children dataset.
Wyeth, Peta   +3 more
core  

Digital Devices in Life of Modern Preschoolers / Цифровые устройства в жизни современных дошкольников

open access: yesНаука телевидения
Today, preschoolers actively use digital devices. Therefore, we investigated how digital devices potentially affect significant predictors of preschoolers’ social-emotional and cognitive development, executive functions, and speech. The results obtained
VERAKSA ALEKSANDER N. / ВЕРАКСА А.Н.   +6 more
doaj   +1 more source

Cross-sectional and longitudinal associations between active commuting and patterns of movement behaviour during discretionary time: A compositional data analysis.

open access: yesPLoS ONE, 2019
BackgroundActive living approaches seek to promote physical activity and reduce sedentary time across different domains, including through active travel.
Louise Foley   +5 more
doaj   +1 more source

Bridging the Loneliness Gap: Depression, Connectivity, and Isolation in Pediatric Oncology Patients and Their Peers

open access: yesPediatric Blood &Cancer, EarlyView.
ABSTRACT Background Loneliness is associated with adverse physical and mental health outcomes and remains understudied in children and adolescents undergoing cancer therapy. Pediatric oncology patients may be at increased risk due to medical isolation and disruption of social networks.
Charlotte N. Stahlfeld   +5 more
wiley   +1 more source

Acute effects of active gaming on ad libitum energy intake and appetite sensations of 8–11-year-old boys [PDF]

open access: yes, 2015
The present study examined the acute effects of active gaming on energy intake (EI) and appetite responses in 8–11 year-old boys in a schoolbased setting. Using a randomised cross-over design, twenty-one boys completed four individual 90-min gaming bouts,
Allsop, Susan   +9 more
core   +1 more source

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